Wolflore

Welcome to Wolflore! Please be advised that this is an Adult PC Gaming Community. There is material here that isn't suitable for all ages. Our content is mainly focused on the RPG genre but we welcome discussion of other games as well.

This mod has now been updated to contain an additional silver cauldron.The texture was kindly donated by "Sassman".Thankyou very much.

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This is a modders resource only, it places nothing ingame.In fact there is no ESP, only the meshes and textures are included.

Ok, the stock game cauldron is giant sized and it has a non-openable lid. So i took it into Max and removed the lid,so that now you can see whats in the cauldron,instead of just being like a container,with the list of stuff in it.

I then reduced the size to 40%,although the meshes can be made larger if so required,simply by using set scale in the CS,or by adjusting the scale with NifSkope.

I also made a food surface mesh and textured it with a stew texture.It fits neatly inside the cauldron, to give the look of, full of food.The food surface mesh is just a flat circle mesh,which is mapped Planar,so its simple to change the texture to any you desire.

The resource contains:

small lidless cauldron with stock game tex.(which you already have)

small lidless cauldron with steel tex.

small lidless cauldron with rust tex.

small lidless cauldron with silver tex, thankyou to "Sassman".

food surface mesh with stew tex.

You are welcome to use these mesh and tex in mods.Just give credit for the work done.

Elaura wrote:Excellent idea, neil. I have already downloaded, specifically for the food mesh. I'll be sure to remember to add that steam when I put it in game. Thanks, Kagz!

Yeah, it could be done in the CS, but I was thinking about using them personally with NoM and it would be great if they were misc items with steam so they could be carried in inventory. I suppose a scripted token could be used if the cauldrons were activators and the seam had been added in nifskope or something. but I don't know how to do that.

Yes, i dont know how to do that kind of stuff.I would imagine it could be done with Nifskope tho.I will try something and see what happens.

EDIT: Well as i suspected i cant do it in Nifskope.I cant even manage to have a mesh opened in Nifskopeand then import another mesh into the scene ffs. I get one mesh open then i cant find any way,to import another mesh, without closing the first mesh.

You have to open a new window, then open your 2nd nif in it. Then you can copy the branch you want from that window to the nif in the first window. It'll past it in at 0, 0, 0 then you can move it around using the transform edit. What I don't know how to do is to get the steam effect to work as part of the new mesh.

No, i tried but cant get it to work, more than likely because i am doing it wrong.I had to create a new Ni Node on the food surface mesh,to paste the smoke into, as it wouldnt let me paste, until i did that.

After all that tho nothing appeared in view ffs.The mesh now looks like the food surface mesh,but the nodes are for the smoke ffs. Knew i couldnt do it, noob with nifskope ffs.

If you don't paste to the root (0 NiNode) then you have to update the root's numChildren count, else your new stuff won't show up. Change your view to "show details", click on the root, then look down the detailsuntil you see numChildre4n. Click (or right click, I don;t remember) on that and a little menu pops up. you want "update array" and clicking on that should update your new addition. It should then, in theory, be visible ingame.

If I really knew hw to make particle effects work, I could just do it, but when I try, I get messages that say "nif type not correct" or something similar, and it won't save properly.